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Increase % spell damage

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Level 15
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Jan 16, 2008
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1,244
Hmm. There is no easy way of doing that, but here are some hints. You can inflict spell damage reduction ability with negative values(via weu) on all spell targets and they should automatically get % bonus damage. You can also change ethereal heal bonus(%) in gameplay constants and make all spell targets ethereal, then damage them and turn them corporeal again. Anyways, lots of triggers and code... I hope you succeed :D
 
Level 3
Joined
Sep 14, 2007
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if you know jass or GUI its not that hard.
you can create a "secret" level for all the spells that unit has and make that level unreachable for the hero normaly, then create a trigger that increase the lvl of each ability the hero has to that "secret" level, and just put for each spell on that level the values you want...

another way to do this is create a trigger, each time the hero casts a spell add to the target unit the ability "spell damage reduction" with negative value, and later on remove it (if another unit cast a spell on the same time the hero does and on the same target the other spell will also get increased damage).

thats all i can think off :p
 
Level 11
Joined
Aug 25, 2006
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if you know jass or GUI its not that hard.
you can create a "secret" level for all the spells that unit has and make that level unreachable for the hero normaly, then create a trigger that increase the lvl of each ability the hero has to that "secret" level, and just put for each spell on that level the values you want...

another way to do this is create a trigger, each time the hero casts a spell add to the target unit the ability "spell damage reduction" with negative value, and later on remove it (if another unit cast a spell on the same time the hero does and on the same target the other spell will also get increased damage).

thats all i can think off :p

That approach would work, but its rather messy and hard to implement. (Like what if you had multiple items which added spell damage?)

The approach I'm using for the rpg me and my friends are making is I made every spell in the game triggered. Thus I easily make the spells work with spell damage.

I also built an equip system, so items don't give bonuses until you equip them. This also saves space. (Equipped items don't show up in inventory)
 

XMI

XMI

Level 2
Joined
Mar 28, 2021
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(disclaimer complete newb here)
Just now reading I was thinking of something like a an additonal target inflicting damage system thru triggers ofc, which would get the damage data value of the given ability, simply divide it by 100 (to get the 1%) than simply get the summary of all the +spell damage values your hero has either thru items, buffs or abilities and multiply that value with the value you go earlier by diving the damage of the casted ability by 100, now you have the additional spell damage that you can deal alongside the spell cast either to the single target or the the given area of targets, thus no thinking about it you'd also have to make something like a DoT (damage over time) version of it, and so on.

Thus I'm not sure if it's possible to read the damage value of any given ability without manually referencing it, same goes for the spell damage values of the buffs, abilities and items. but if you can, than this system should normally be very well functioning (please correct me everywhere I said anything that's too missleading)
 
Level 12
Joined
Mar 13, 2020
Messages
421
Two methods...

use a Damage engine (bribes damage engine)
Detect the hero that owns the item and set the damage amount to 1.15 (115%) so he will deal 15% more Damage...

or

you use set ability real level field in GUI and set the damage to
Damage of the Spell x 1.15...

but I will recommend you use Attribute scaled Spells that means all ability’s in the game are based on some attribute it can be the default ones like

strength
Agility
Intelligence

or you do your own custom stats (attribute)
like I did... so I had

More then 3 Stats (Attributes)
 

XMI

XMI

Level 2
Joined
Mar 28, 2021
Messages
5
but I will recommend you use Attribute scaled Spells that means all ability’s in the game are based on some attribute it can be the default ones like

strength
Agility
Intelligence

or you do your own custom stats (attribute)
like I did... so I had

More then 3 Stats (Attributes)
Ngl that's actually a really cool way to measure things a bit more automatically, like e.g. creating an additional value that represents the spell damage multiplier, being ofc by default on 1.00 (100%) and increasing/ decreasing based on the given buff, aura, item, ability, other. And other types of values.

btw thnx for the mention of Damage Engine, just today I learned that custom DDS exist :D
 
Level 12
Joined
Mar 13, 2020
Messages
421
If you are new just play around with this GUI things too I did a thread months ago because there is no thread about it it’s not well but you will understand it and it will help you to customize default ability’s
To make them attribute based...

 
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